Learn the differences between Octopath Traveler's job classes including Skills, Bonuses and weapons.

Octopath Traveler offers a delightful throwback to JRPGs of the past, but players who want to make the most out of it will need to understand the mechanics behind the job system in the game. You’ll need to learn about job bonuses and skills to make sure your characters are as efficient as possible. After all, not every character makes a good match for each job. In this article we’ll cover all the details on job classes in Octopath Traveler including both active and passive skills, attribute bonuses and equippable weapons.

All Job Classes, Skills and Attribute Bonuses in Octopath Traveler

Octopath Traveler offers eight different core jobs, with the basic classes held by each of the main characters. In addition to their starting job, each character in the game is able to start one secondary job which opens up new skills and attribute bonuses. It’s worth noting that multiple characters can’t have the same secondary jobs equipped, so you’ll want to make sure the most suited character gets each. In addition, equipping a secondary job doesn’t give you access to new Path Actions or Talents as those are dependent on the character rather than the classes.

As you progress through the game, you’ll unlock more skills depending on your class. Passive skills unlock at set intervals, arriving after 4,5,6 and finally 7 active skills have been unlocked. The eight and final, Divine skill won’t unlock until you’ve earned the other seven available. While the first two skills are free, you can earn the rest by spending a certain number of Job Points. The third unlocks after spending 30 points, the fourth after 100, the fifth after 500, the sixth after 1,000, the seventh after 3,000 and the eighth after a hefty 5,000 Job Points. That’s a grand total of 9,630 Job Points to unlock the full set and turn a character into a master of that job class.

Check out the complete list of classes below to see the weapons they can use, the bonuses you’ll get and all of the active and passive skills that class can earn.

Apothecary

Equippable Weapons:

Axes

Bonuses:

Max HP +20%

Physical Attack +1.5%

Physical Defense +1.5%

Critical +1.5%

Elemental Attack +1.5%

Active Skills:

First Aid (4 SP) - Heal a single ally.

Icicle (7 SP) - Deal ice damage to one enemy.

Rehabilitate (10 SP) - Cure one ally of all status ailments and make them immune to all ailments for two turns.

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